Donkey Kong Country: Tropical Freeze, the lastest installment of the Donkey Kong Country series, is a side-scrolling platform game and pits Donkey Kong against an Viking Army invading invading Kong Island. I joined Retro Studios towards the end of this project as a Technical Designer and worked on many different gameplay features. More to come soon...
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Epic Mickey 2: The Power of Two sees Mickey return to Wasteland but this time he is aided in his adventure with his lost brother Oswald. I was responsible for the design, layout, and scripting of Disney Gulch, Fort Wasteland, and OsTown, eventually inherited the Mean Street Underground side rooms, and and brought them all to their final shippable states. I also continued to be a heavy systems scripter, creating and maintaining many prefabs used by the rest of Design, and assisting the Design team with our new streaming and IGC systems.
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Epic Mickey is a hybrid of a platformer, action-adventure and RPG that follows Mickey Mouse after he is drawn into the Wasteland, a world filled with Disney's forgotten characters, by the Evil Phantom Blot. I joined Junction Point Studios at the end of pre-production on Epic Mickey and worked on preliminary layouts of Mean Streets and areas within Mickeyjunk Mountain, Tomorrow City, and Pirates of the Wasteland. During production I was responsible for all areas within the Pirates of the Wasteland area and certain Areas within Gremlin Village as well as creating other systems for Design to use including: the Projector and streaming system, the Red Chest reward system, and the Cartoon object reward system.
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I moved to the Brothers in Arms: Hell's Highway team in early 2006 and began working on our E3 presentation to tease a next-gen Brothers in Arms experience. Once done with E3, we began work on greyboxing the levels and roughing in temp combats through matinee. Towards the end of 2006 we all shifted our focus to the UbiDays demo to showcase a complete Brothers in Arms level. With the UbiDays demo completed, we began work on the rest of the game and used the experience from UbiDays to rethink how we had designed our levels. While I worked on almost every level in some way or another, the levels that I worked on the most are listed here.
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After the release of Brothers in Arms: Road to Hill 30, the team immediately set their focus on Brothers in Arms: Earned in Blood. We were to use the Road to Hill 30 engine and majority of assets and make a rather quick expansion pack. However, as we continued to work on Earned in Blood, the game became more and more a fully fledged game and not an expansion pack. We vastly improved on many aspects of Road to Hill 30 including combat, visuals, and cinematics. For Earned in Blood, I mainly worked on all the major cinematics, but there were times I was called upon to help create, fix, or polish up combats.<< view more >>

I joined Gearbox Software in March of 2004 as a contractor to work on level design for their upcoming game Brothers in Arms: Road to Hill 30. While working alongside several other contracts, it was our job to design and implement combat into all Road to Hill 30 levels. My work was quickly noticed and was placed on the E3 team to work on the combat presentation. When Road to Hill 30 shipped, I had worked on almost every level in some way, but the levels I mainly contributed to are shown here.
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After Earned in Blood, I took part with a small strike-team of designers to update the combat and detail of the original Road to Hill 30 and Earned in Blood levels. Our first thought was that we would bringing these two games to the next gen systems but we eventually put our work on hold as we were shifted to the Brothers in Arms History Channel Special. We never got to go back to working on these levels since after the History Channel special we were moved to Brothers in Arms: Hell's Highway. The content that we had worked on was sent over to Demiurge who then brought Brothers in Arms: Double Time to the Wii.
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All throughout college I had been doing level design in my free team. I had worked on levels for Counter-Strike and various other Half-Life mods until the release of Day of Defeat. Day of Defeat was so much fun that I had to make a level, or two, for it. I released a few levels for it but it was not until I began work on dod_zalec that I was informed by some of the Day of Defeat team that there was a possibility of having my level in a future release. I worked hard on that level and participated in almost daily playtests with other members of the team. We wrapped up in January 2003 and most of the team met up at E3 later that year to celebrate our release.
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